#region Copyright & License Information /* * Copyright 2007-2017 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System.Collections.Generic; using System.Linq; using OpenRA.Primitives; namespace OpenRA.Mods.Common.Traits { public static class BuildingUtils { public static bool IsCellBuildable(this World world, CPos cell, BuildingInfo bi, Actor toIgnore = null) { if (!world.Map.Contains(cell)) return false; if (world.WorldActor.Trait().GetBuildingAt(cell) != null) return false; if (!bi.AllowInvalidPlacement && world.ActorMap.GetActorsAt(cell).Any(a => a != toIgnore)) return false; var tile = world.Map.Tiles[cell]; var tileInfo = world.Map.Rules.TileSet.GetTileInfo(tile); // TODO: This is bandaiding over bogus tilesets. if (tileInfo != null && tileInfo.RampType > 0) return false; return bi.TerrainTypes.Contains(world.Map.GetTerrainInfo(cell).Type); } public static bool CanPlaceBuilding(this World world, string name, BuildingInfo building, CPos topLeft, Actor toIgnore) { if (building.AllowInvalidPlacement) return true; var res = world.WorldActor.TraitOrDefault(); return building.Tiles(topLeft).All( t => world.Map.Contains(t) && (res == null || res.GetResource(t) == null) && world.IsCellBuildable(t, building, toIgnore)); } public static IEnumerable> GetLineBuildCells(World world, CPos location, string name, BuildingInfo bi) { var lbi = world.Map.Rules.Actors[name].TraitInfo(); var topLeft = location; // 1x1 assumption! if (world.IsCellBuildable(topLeft, bi)) yield return Pair.New(topLeft, null); // Start at place location, search outwards // TODO: First make it work, then make it nice var vecs = new[] { new CVec(1, 0), new CVec(0, 1), new CVec(-1, 0), new CVec(0, -1) }; int[] dirs = { 0, 0, 0, 0 }; Actor[] connectors = { null, null, null, null }; for (var d = 0; d < 4; d++) { for (var i = 1; i < lbi.Range; i++) { if (dirs[d] != 0) continue; var cell = topLeft + i * vecs[d]; if (world.IsCellBuildable(cell, bi)) continue; // Cell is empty; continue search // Cell contains an actor. Is it the type we want? connectors[d] = world.ActorMap.GetActorsAt(cell) .FirstOrDefault(a => a.Info.TraitInfos() .Any(info => info.Types.Overlaps(lbi.NodeTypes) && info.Connections.Contains(vecs[d]))); dirs[d] = connectors[d] != null ? i : -1; } // Place intermediate-line sections if (dirs[d] > 0) for (var i = 1; i < dirs[d]; i++) yield return Pair.New(topLeft + i * vecs[d], connectors[d]); } } } }